Open Grammarsalad opened 5 years ago
Wild Empathy: Charm Beasts (Survival?)
Gather Herbs: Able to gather ingredients for Herbalism/Alchemy skills (and/or that may work as remedies on their own)
Augment Summoning: Summoned animals stronger
Woodland Stride: Bonus to save vs. impediment spells and vs. traps in 'natural' enviorns (survival?)
Requirements: Aptitude: Trained in Open locks and/or find/detect traps
Characters trained in mechanics are adept with using mechanical tools and implements to great effect. Characters trained in mechanics can set snares (see below). This skill is also useful for any character that is trained with locks and traps (see below).
Aptitude
Each rank gives a +15% bonus to open locks and find/disable traps.
Set Snares
This skill allows the character to set snares to trap and damage
Artifice: Create and use 'mechanical' devices
Requirements: Ritual: See Below Turn Undead Bonus: Must be able to turn undead
This non-weapon proficiency represents training in religious, spiritual, mystical, or traditional rites allowing characters to draw upon their inner strength or various forces in the world to perform amazing feats. In order to perform a ritual, characters must make some kind of sacrifice, which is often material or personal.
Perform Ritual
In order to perform a ritual, a character must meet the prerequisites necessary to perform that ritual. Often, special materials, a certain number of ranks in the ritual non-weapon proficiency, or membership of a particular class (or spellcasting class) are required. See the following chart:
Ritual | Time | Effect | Duration | Material Requirements (Ranks) | Other Requirements |
---|---|---|---|---|---|
War Paint | 1 | Character gains a +2 to St/dam | 8 hours | War Paint (1) | Berserker, Ranger (and all kits), Shaman or Barbarian only |
Bless Water | 5 rounds | Creates a vial of holy water | Permanent | Non-evil cleric | |
Summon Familiar | 5 rounds | Summons a familiar | Permanent | Wizard, Sorcerer, or Bard only | |
Animal Friendship | 5 rounds | Summons a magical beast | Permanent | Druid, Shaman or Ranger only | |
War Dance | 1 round | +4 Str/dam | 8 hours | (Something) Fatigue (x)? (2) | Berserker, Ranger, Shaman or Barbarian only |
War Cut | 1 | +4 Str/dam | 1 turn | 10 damage (3) | Berserker, Shaman or Barbarian only |
War Paint: You apply war paint to yourself in anticipation of battle.
Requirements: Ritual: 1 rank; war paint. Class/Kit: Barbarian, Shaman, Berserker or Ranger only.
Cost:
Bonus: +1 Melee damage, +1 saves vs. spells for 1 turn
Bless Water: You give a moment of thanks to your deity as you bless a vial of water.
Requirements: Ritual: 1 rank; Class/Kit: non-evil cleric or paladin
Material Components: Empty Bottle
Effect: Does d6/rank damage to undead and evil outsiders.
Turn Undead
This proficiency enhances turn undead ability for anybody that has it. Invoke the your deity to turn or destroy undead creatures. You gain one level of turn undead per rank you have in Religion.
Creates mundane ans special arms and armor (including ammo). Costs gold/requires supplies and generally requires a forge
Contenders:
Survival
Awareness: bonus to Breath Saves, Find Traps/Detect Illusions
Hunting: Bonus to ranged Damage AND/OR bonus to hide/move silently and trap while outside of city areas
Move Bonus: Bonus to movement rate (Endurance?) Natural env ony?
Set Natural Snares: Able to set traps in nat environments
Wild Empathy: Charm Beasts (nature lore?)
Concealment: Bonus to stealth in natural environments
Craft Ammunition: Crafting Special Ammos (craft arms and armors?)
some deets
Hunting (Dexterity) Requirements: Hunter: Can only make effective use of find traps and detect illusions skills if they have the requisite skills.
This skill represents training in tracking and taking down game. This skill is also useful, however, for taking down any target. Characters gain a number of combat bonuses (see below), they can set natural snares (see below) and craft special (and normal) ammunition (see below).
Hunter
The character gains a +1 bonus to damage for every rank assigns to this skill to ranged damage rolls. In addition, Hunters learn to be aware of their surroundings. For every two ranks a character has in Hunting, receives a +1 bonus to saves vs. breath, and a +5 bonus to find traps and detect illusions (only useful if they have such skills). A character that has four ranks in hunting gains a +1 bonus to AC.
Set Natural Snares
When the character reaches 3 ranks in this skill, they can set natural snares. They gain a +20% bonus to set snares (+20% for each additional rank), and they gain the special ability to set natural snares. Set natural snares work just like set snares, except it is only effective in outdoor environments.
Craft Ammunition
Hunters can craft normal, and (at high rankings) advanced ammunition for any ranged weapon:
Animal Handling (Charisma)
Requirements: None
Animal Handling is the skill of getting animals, and, in some cases, other beasts, to do what you want them to do. Animal Handling is useful for calming down hostile animals in the wild, training your own pets and beasts as war machines or thieves, or even adopting a wild beast as a companion.
//Bastard sword--> Simple Weapon Probable stref 25000, 25024 (description)-BGEE STRING_SET 25000 @700105 STRING_SET 25024 @700106 //Long sword--> Sword Probable stref 25001, 25025 (description)--BGEE STRING_SET 25001 @700205 STRING_SET 25025 @700206 //Short sword--> Martial Arts Probable stref 25002, 25026 (description)-BGEE STRING_SET 25002 @700300 STRING_SET 25026 @700301 //Axe--> Axe Probable stref 25003, 25027 (description)-BGEE //Two-Handed--> Great Sword Probable stref 25004, 25028 (description)-BGEE STRING_SET 25004 @700503 STRING_SET 25028 @700504 //Katana--> Polearms Probable stref 25005, 25029 (description)-BGEE STRING_SET 25005 @700603 STRING_SET 25029 @700604 //Scimitar (etc.)--> Blunt Probable stref 25006, 25030 (description)-BGEE STRING_SET 25006 @700704 STRING_SET 25030 @700705 //Dagger (etc.)--> Ranged Probable stref 25007, 25031 (description)-BGEE STRING_SET 25007 @700804 STRING_SET 25031 @700805 //War Hammer --> Armor prob stref 25008, 25032 (description)-BGEE STRING_SET 25008 @700904 STRING_SET 25032 @700905 //club --> Ranged Fighting Style(was Alchemy--Prop) STRING_SET 25009 @705000 STRING_SET 25033 @705001 //Spear --> Endurance stref 25010, 25034 (description)-BGEE STRING_SET 25010 @702000 STRING_SET 25034 @702001 //Halberd --> Heal stref 25011, 25035 (description)-BGEE STRING_SET 25011 @703000 STRING_SET 25035 @703001 //Flail --> Herbalism stref 25012, 25036 (description)-BGEE STRING_SET 25012 @704000 STRING_SET 25036 @704001 //Mace --> Alchemy (was randed) STRING_SET 25013 @701000 STRING_SET 25037 @701001 //Staff --> ??? stref 25014, 25038 (description)-BGEE Magic Implements STRING_SET 25014 @706000 STRING_SET 25038 @706001 //X-Bow --> ??? stref 25015, 25039 (description)-BGEE ~Mechanics~ STRING_SET 25015 @707000 STRING_SET 25039 @707001 //Longbow --> ??? stref 25016, 25040 (description)-BGEE Nature STRING_SET 25016 @708000 STRING_SET 25040 @708001 //Short Bow --> ??? stref 25017, 25041 (description)-BGEE Read Magic STRING_SET 25017 @709000 STRING_SET 25041 @709001 //Dart --> ??? stref 25018, 25042 (description)-BGEE ~Persuasion~ STRING_SET 25018 @710000 STRING_SET 25042 @710001 //Sling --> ??? stref 25019, 25043 (description)-BGEE STRING_SET 25019 @711000 STRING_SET 25043 @711001